Arimilla Polar
SRPG/BATTLE CHESS, MOBILE PLATFORM
PROJECT NUMBERS
Unity, C#
Fifteen weeks
A team of eleven
RESPONSIBILITIES
Designer
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Responsible for designing gameplay/game system;
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Responsible for designing game values and maintaining the balance of values;
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Responsible for game testing, including bug checking, collecting and sorting out opinions from customers and players;
Summary
This is a turn-based strategy role-playing game with the setting about mecha. In each level, players need to reasonably command their own mecha squad to defeat enemies, in order to get new equipment and push the story. The core features of the game are Action point system and Mecha assembly system, where players need to think carefully to make decisions. These systems will be described in more detail later.
When players start the game, they can enter Mecha Warehouse to manage their mechas, or start the mission directly. After entering the Mission Select interface, players need to choose a level from unlocked levels to start the level. After selecting the level, they will enter the level Preparation interface, where players need to select combat mechas or assembly equipment for them. After entering the level, players can see the victory/loss conditions of the current level. When completing the level (win), The Result interface will be shown. In this interface, players can see their score, and information about dropped equipment. After leaving the result interface, players will return to the level selection interface and start a new level.
Mecha
Each mecha has its own upper limit of action value. In each turn of each mecha, the player needs to consume the action points required for the action to perform each action. The behavior can be executed multiple times. The larger the movement range, the higher the action points consumed. (When the player performs the movement behavior, in addition to the action points that the movement behavior itself needs to consume, they can choose to consume additional action points to expand their movement range)
Each mecha has its own upper limit of action value. In each turn of each mecha, the player needs to consume the action points required for the action to perform each action. The behavior can be executed multiple times. The larger the movement range, the higher the action points consumed. (When the player performs the movement behavior, in addition to the action points that the movement behavior itself needs to consume, they can choose to consume additional action points to expand their movement range)